Posted: Sat Apr 30, 2016 1:50 am Post subject:
Invisible Bunker Issue
Hi, my tank bunker is invisible during buildup and when built but becomes visible when a tank enters it. It also turns into the Yuri tank bunker when damaged.
How do I make it visible during buildup and when built?
[NATNKBNK];Tank Bunker
Cameo=SOVTNKBNKICON
Remapable=yes
Foundation=2x2
Height=3
Buildup=NATNKBNKMK
BibShape=NATNKBNKBB
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Normalized=yes
;ZShapePointMove=65,35
Flat=yes
DockingOffset0=-1,-1,0;unused, but must be present. Doocking offset depends on the direction ou are coming from
CanHideThings=False
CanBeHidden=False
OccupyHeight=2
;DoubleThick=yes ;GEF it's too light if you do it on both bulding and anim, so only do it on anim
SpecialAnim=NATNKBNK_A;Anim in front of tank
SpecialAnimDamaged=NATNKBNK_AD
SpecialAnimZAdjust=10
SpecialAnimYSort=750
SpecialAnimThree=NATNKBNK_A2;In front going down
SpecialAnimThreeDamaged=NATNKBNK_A2D
SpecialAnimThreeZAdjust=-500
SpecialAnimThreeYSort=750
SpecialAnimFour=NATNKBNK_B2;behind going down
SpecialAnimFourDamaged=NATNKBNK_B2D
SpecialAnimFourZAdjust=0
[NATNKBNKBB]
Layer=ground
[NATNKBNK_A];half of anim in front of tank
Normalized=yes
Start=0
LoopStart=9
LoopEnd=10
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=yes
DoubleThick=yes
[NATNKBNK_A2];and in reverse
Image=NATNKBNK_A
Normalized=yes
Start=0
End=10
LoopEnd=9
Rate=440
Layer=ground
NewTheater=yes
Shadow=yes
Reverse=yes;These numbers are not explicit frame numbers (as Steve points out) declare a reverse anim
;as normal (Start = 0) Once you get over the "That doesn't make any sense" hurdle, it almost makes sense
;(Ah! Code of Cthulu infecting my mind!)
DoubleThick=yes
Unit Statistics:
;Soviet Tank Bunker
[NATNKBNK]
UIName=NOSTR:Soviet Tank Bunker
Name=Yuri Tank Bunker
BuildCat=Combat
Image=NATNKBNK
Prerequisite=NACNST
Strength=1000
Armor=steel
TechLevel=3
Adjacent=3
Sight=6
Bunker=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=400
Points=60
Power=0
Powered=false
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberOfDocks=1
NumberImpassableRows=0;defaults to all impassible
HasStupidGuardMode=false
AntiInfantryValue=10
AntiArmorValue=25
AntiAirValue=0
BaseNormal=no
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) QUICK_EDIT
Shouldn't that Image=NATBNK_B be Image=NATNKBNK_B.
Attention to detail? You also need to add A2, B2, AD, BD, A2D, B2D to the animations list.
You don't add the build up (MK) animation or the bib (BB) for that matter also. You also don't add the Generic variants of it to the animations list, why are you putting in the NG in the animations list if you have both, A and G files?
EDIT: Change AIBasePlanningSide=2 to AIBasePlanningSide=1. It's a Soviet building... QUICK_EDIT
Shouldn't that Image=NATBNK_B be Image=NATNKBNK_B.
Attention to detail? You also need to add A2, B2, AD, BD, A2D, B2D to the animations list.
You don't add the build up (MK) animation or the bib (BB) for that matter also. You also don't add the Generic variants of it to the animations list, why are you putting in the NG in the animations list if you have both, A and G files?
EDIT: Change AIBasePlanningSide=2 to AIBasePlanningSide=1. It's a Soviet building...
So far this fixed the damaged bunker animation but the buildup and bunker are still invisible (when not occupied). QUICK_EDIT
I downloaded MadHQ's bunker and I can't get it to work either. Have tried a million things. I've no idea what's wrong. If I alt tab the bunker appears and if you alt tab half way through the build up only 1 frame shows. Never seen this before sorry lion we'll have to wait for someone else to step in QUICK_EDIT
-open the SHP and check with which compression it was saved (maybe the SHP compression is bad)
that "alt tab and it is shown" thing sounds like bad SHP compression
-try to name it in 8.3 format. Game is old and maybe a shorter filename works better
-remove useless Image keys. in rules.ini you use Image on the building with the same name. _________________ SHP Artist of Twisted Insurrection: Nod buildings
-open the SHP and check with which compression it was saved (maybe the SHP compression is bad)
that "alt tab and it is shown" thing sounds like bad SHP compression
-try to name it in 8.3 format. Game is old and maybe a shorter filename works better
-remove useless Image keys. in rules.ini you use Image on the building with the same name.
I renamed
natnkbnkbb.shp
natnkbnkmk.shp
to
natbkbb.shp
natbkmk.shp
and set them as buildup and
ground but the issue persists.
I tried adding them to the Yuri tank bunker and a weird result: no buildup but a piece is visible and the whole pad became visible (for some) after a few seconds. It seems like it is offset or something. QUICK_EDIT
Try
[NATNKBNK]
NormalZAdjust=-125
on the buildings art.ini section
If this helps and makes it visible, raise the value step by step to 0 until the building vanishes again. NormalZAdjust=-25 might be already enough. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Just copied the code from that topic and it's still invisible, alt tabbing still shows the SHP itself. I noticed that you don't have to alt tab either, if you simply bring the menu up (ESC key) then resuming the game it shows it. But once you sell it the bunker remains visible until the next time you esc or alt tab.
As LKO said it could be a compression issue with the file itself. _________________
ayylmao on Discord QUICK_EDIT
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